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Markon
Lieutenant


Reged: 02/19/04
Posts: 578
Loc: Australia
Pirate Raid Autoquests
      #123914 - 01/14/06 07:56 PM (144.138.21.234)

I have been watching the Autoquest link under the Comms tab and must admit I am most interested in seeing Pirate Raid quests implemented. I believe that Autoquests would increase the level of fun in playing Neveron as it would be a form of instant battle. This would also help to retain player interest. I don’t know about you guys and girls, but the ability to take my units out on a short romp killing pirates, not worrying about causing a war by my actions and then not have to worry about ‘rats’ for two RL days would greatly increase my personal enjoyment of Neveron.

So I thought I would put my ideas for a pirate raid quest up for consideration. Many ideas here have been in other posts and I apologize for taking any ideas without crediting the original posters.

As Randy and Wayward tell us often, there is a huge backlog in the wish list and often projects get put on the backburner just to the lack of time and resources available and the time spent answering help tickets. Therefore for this suggestion to be accepted, to work and be relatively easy for the Admins to implement, it should use as much current code as possible and be simple. I am aware that my proposal is a stripped down version of what many people have suggested for pirate raids but it would be a good starting point to implement this type of Autoquest.

The starting coding point would be the current Arena system, in particular the create_arena.asp.

Pirate raids would be on a single zone. You would be limited to a single unit or lance. Terrain would be set as Relatively Flat , Maximum Elevation Steepness-Gentle, Maximum Number of Buildings-Few, Building Clustering -Dispersed, Maximum Amount of Woods-Moderate, Woods Clustering - Dispersed Slighly, Maximum Amount of Rough-Moderate, Rough Terrain Clustering - Dispersed. This could be achieved by a script called when the page is called. This terrain mix means that people could use any type of unit and not have it trapped by terrain.

Also pirate unit numbers and BV would need to be limited. My feeling is that there would be no more than 4 to 8 times the number of pirate units as the unit or lance you bring. That way your units won’t be swamped. Pirate BV would be between 75% and 125% of the raiding force’s BV.

Eligible units for entering the pirate raid, would have to be mobilized so that you could select them for a raid force. You would have to pay normal transport costs. For example, if you were taking a single mech, you would pay $4,000,000 for the transport there and back. TP would be awarded as per normal pirate attacks. Reputation gained from killing pirate units during raids would be per normal units killed. This increase in Rep would be because units going on raids are exposed to greater risk. Raiding units would be subject to skill checks as per fighting in a normal battle. There would be no salvage as your forces would be leaving as soon as you defeated the pirate force. Your surviving units would be moved back to your largest city as what happens now with tournaments. Any damage would have to be repaired as per what currently happens with surviving vehicles in tournaments.

Raiding units must destroy the pirate forces to survive. Any unit that does not destroy the pirate force in the time frame is destroyed and the pilot/crew are assigned to the land of the dispossessed like what currently happens in tournaments. A time frame of 120 minutes for the autoquest would be more than reasonable.

Empires that engaged in pirate raids would be safe from pirate attack for 2 RL days per successful raid. The pirates need to regroup after the raid before they can launch an attack. This would help people who may be going away for a weekend or a week on holidays. People working can launch a pirate raid at home and know that they don’t have to worry about pirates while they are at work. All players will have the option to launch a series of pirate raids to give them protection for however long they want. Therefore none will have an excuse to blame pirates attacking while they are away. Also the pirate BV killed would be discounted against the next pirate attack further reducing the pirate impact.

The Pirates page could be modified so it looks like this.

Discount for attacks made 1,856 BV
Discounts for successful raids 2,758 BV
Discount for attacks received 1,132 BV
Discount for mobilization 272 BV
Discount for bribes paid 0 BV

Total Discounts 6018 BV

Minutes to pirate attack vulnerability 2780 minutes


Some of you may complain that there is no salvage and the costs are too high. My feeling is that there is no such thing as a free lunch. The admins would be quite justified to decline any suggestions that would overly effect game balance. Many of you may say that it would affect the Merc’s pirate contracts but I don’t think it would have a huge effect.

By having a simple implementation of pirate raids, we can see if it works and if it does, we have the framework to expand autoquests.

Let me know what you think.

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Remember that the Ark was built by an amateur, the Titanic was built by a bunch of professionals.


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MatthewAce
Captain


Reged: 06/25/04
Posts: 774
Loc: Neveron
Re: Pirate Raid Autoquests [Re: Markon]
      #123917 - 01/15/06 02:11 AM (202.156.6.84)

I like.

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Urbies are good.


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Uziel
Sergeant


Reged: 10/10/05
Posts: 124
Re: Pirate Raid Autoquests [Re: MatthewAce]
      #123919 - 01/15/06 04:54 AM (87.115.225.70)

I like this idea a LOT. Espescially seeing as how it looks fun (TP, Skill Downs and Rep, but no salvage...well..3 out of 4 aint bad ) and also seeing as how it uses a lot of existing code. Nice work Markon

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sk7
Corporal


Reged: 09/01/05
Posts: 86
Re: Pirate Raid Autoquests [Re: Uziel]
      #123920 - 01/15/06 08:52 AM (68.205.218.34)

Pretty good. A lot more thought out than the idea i had a while back. Although I think that if you defeat the pirates, you should be able to claim some loot from them, including salvage. But thats just my opinion.

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tranzoandris
Lieutenant


Reged: 08/27/05
Posts: 406
Loc: Wherever. Whoever. Whatever.
Re: Pirate Raid Autoquests [Re: sk7]
      #123922 - 01/15/06 01:48 PM (68.155.122.81)

I like. Good for brushing up on your battle skills after a long break. Seems fun. Only problem is Randy's pet "NevCrawl" will probably take up all his time to create the quest.

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"The lightning is a lone warrior. It strikes down all without care of what it hits. Just think what a controled army of lightning could do!"
-Undiscovered Journal of Konda in Kamigawa

Try the promo code "Swift is the wind"!


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dieaready
Corporal


Reged: 11/15/05
Posts: 74
Re: Pirate Raid Autoquests [Re: tranzoandris]
      #123927 - 01/15/06 07:57 PM (58.105.74.14)

maybe instead of getting salvage, you can loot some cash off the dead pirates... then again, it is already good enough as it is, although a longer timeframe would be nice.

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In the land of the Insane, the Sane man is Crazy.
If Brute Force does not work, you are not using enough.


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Nahte
Sergeant


Reged: 05/20/05
Posts: 101
Loc: Usa
Re: Pirate Raid Autoquests [Re: dieaready]
      #124054 - 01/18/06 06:45 AM (216.96.70.106)

Not bad but a longer time frame would help.

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A will gets more than a gun.

A hero is only a man who is brave five minutes longer.

"Death solves all problems. No man, no problem." Joseph Stalin


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Tallifer
Sergeant


Reged: 05/15/03
Posts: 102
Re: Pirate Raid Autoquests [Re: Nahte]
      #124342 - 01/24/06 12:35 AM (211.30.83.113)

Would a longer time frame possibly increase potential lag?

I love this idea. It's simple, it's fun, it could even help alleviate the need for constant Fwar depending on how successful it was. Perhaps you could even choose the level of pirates you raided. Say you are a lvl 7 empire. If you raid a lvl 4 pirate (whatever that would mean...), there would be much less gain. If you chose to raid bigger pirates, or larger level pirates than yourself, there would be a much greater risk of losing units, but much greater rewards. This could potentially help reduce the number of units in the game.

Markon's idea seems so easy to implement that there would be no reason not too. Even if you gained nothing from it but potential skill-downs.


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